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Description

Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short Dialogue, singing and playing (e.g., Sing to Act), whistling, and car honking. Motivations may relate to the gameplay, or simply be part of the exploratory dimension of the experience.

Examples

Assassin's Creed 2: Ezio addressing hired people either using Dialogue or by whistling, with semantics equivalent to "stay" and "come".

Uncharted 2: Among Thieves: Nathan can exchange compliments with the villagers or even pet a yak, using Dialogue.